Rev. Jesse said:
I think you are looking at my statement in the wrong manner, Lost Soul.
I thought I might have been. I am sorry if I caused any offense; none was meant.
Rev. Jesse said:
I find it some what weird to think that people involved in the hobby for several years suddenly decided to role-play less, given that the hobby itself is role-playing. I can accept that it is possible that there is less role-playing these days, but I think it must have been caused by "something" rather than just saying "the players... have changed." Is 3e attracting a different sort of player than older editions? I think that if the players are changing, or if current players are changing the way they play, then there must be some sort of catalyst for this change in the rules themselves. What is it?
I think that's a great question. I would answer by saying that the rules reward players for playing a certain way (the strategic way). (Although they don't penalize anyone for role-playing.) I also think that players who never really wanted lots of role-playing but instead wanted to get down to the "core story" of D&D (adventurers go to a dangerous location, kill things, take their stuff, get better at it, rinse and repeat) are much better served with 3e.
Rev. Jesse said:
Do you think that these games are inherently less focused on combat than 3e because they are setting based? Perhaps because they have alternate forms of conflict built in whereas 3e basically only has monsters to fight and any other conflict is incumbent upon the DM to develop?
I'm not familiar with those games. But I'd say it comes down to the reward system. D&D is built around strategic play, especially combat. That's what you get rewarded for, and your characters get better at it over time. If those games reward other types of play, I'd say that yes, they are less focused on combat.
A system that has detailed conflict rules for social interaction would favour that type of play more; but if the result of those conflicts did not enhance your character's ability in social interaction (and thus the player's ability to "do more" in the social interaction realm), it would be missing out.
I hear that Spycraft 2.0 has some detailed social interaction rules. If you tied that to the CR/XP system, and advancing in levels allowed you to become better at social interaction, I'd say that the focus would have shifted away from combat (at least somewhat).
I think that D&D's social interaction rules are a little on the light side. It usually doesn't feel satisfying (to me) when all you have to do is roll one skill check (Bluff or Diplomacy, typically) and the encounter is resolved.
Warning: rambling thoughts ahead...
I wonder what it would look like if you took the combat rules and just applied them to Diplomacy. Instead of weapons, you'd pick something like "rapier wit (1d6, 18-20/x2)" or "onslaught of will (2d6, 19-20/x2)". You'd roll your Diplomacy instead of Attack, still doing hit point damage (or perhaps Social HP) against some kind of Social AC... and then all you'd have to do is map all the combat actions to social ones (trip - he stutters and mumbles, off-balance and can't keep his train of thought because of your impressive display of wit).
I'd set it up so that you'd have to narrate how you make your "attack roll".